Armour of the Gods.If the character is isn't profecient in wearing armour/heavy armour, they can still wear Armour of the Gods with no drawback. Has no prerequisites in wearing it and you may wear it at lvl 1.Gives wearing character +100 ac, and +100 to all stats.Special ability --- Chaotic Giving. Role 1d4. If you get 1,2,3 you are impervious to all dmg dealt to you for a year. If you get 4 then you get a lvl boost of 10.Transformation - Select 4 different enemies that you like, and pick each one to represent a number, Ex. Zombie = 1, Orc = 2, and role a 1d4. Whatever number comes up, you may change into that corresponding creature for the rest of the day.

Retail Price - $1000000000000000000000.

See, I can make armour to .

Of course, the above just shows that I am a drunkard , and I need real armour.

Life is like a box of chocolates. Once you eat the poisoned one you die.

quote:Dare I ask what you are doing exams in the middle of the summer?

It is high winter here in Australia at the moment Salabasha, like the rest of the southern hemisphere. Most of this country's exam time takes place during the winter period.

I do have a question for you though. Have you ever looked through a 1e tome called Unearthed Arcana?. It has an interesting assortment of magical items - including armors - that you would indeed find very useful. Anyway, I should have some new armor items tomorrow.

Description - Have a little unfinished business do ya? Maybe some orcs burnt your town? Some goblins stole your ale? Well with the Crimson Eye at your side, you will have little problem fulfilling your desires. Upon purchase, your choice of creature type will be implanted into the sword. After this, once you come upon the desired creatures that you chose, they will easily fall to your blade as the weapon will get an additional +6 (total 1d8+8).

What happens if they comes back as ghosts or spirts summoned by an evil, diabolical wizard who wishes to make you fight your internal demons for all eternity, but to no avail? Well, the Crimson Eye has an added bonus, as it can dmg those of the ethereal planes as well as the living. However, that is only if those of the ethereal planes are of the chosen creature type. For 10 000 gp, bring the sword to a local Blade and Stars to get the desired creature type changed on the sword (You can change from Orc to Golbin, Goblin to Beasts etc.)

"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith

Appears to be a suit of purest white plate mail armour. When donned the symbol of the Paladin's deity magically etches itself on the chest and shoulder pieces. A cape (same colour as the symbol) then grows from the top of the armour and flows to about just past the Paladin's knees. The armour has the following powers: The Paladin's lay on hands ability is now Full Heal. The Paladin gets the normal AC def from the plate mail, an additional +3 on that and an additional +4 vs undead. The Paladin makes no noise while moving. Finally, the Paladins stats of Str gets +2, while Wis and Con get +1. For an additional 20 000 gp, there is no spell failure.

Be warned, this armour is meant for the most righteous of Paladins and if for some reason the wearer becomes a fallen, the armour will deal him 10d20+50 dmg and become unusable.

"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith

Man, I'm sold on those items. I love the sword and even though I'm a Druid and not a Paladin I want that armor. Do you have a Druid kinda of the armor? *grin* please?...lol. I love them!

Watch out for that Pally armour, if you try it on I will be scooping you out of the ground with a bucket and shovel (look at bottom warning). As for Druid armour I will have to check. Here is another sword that can be yours (if you got the gold ).

This very powerful sword is made of a platinum blade with a hilt of leather wrapped obsidian. When someone possesses this sword, their name appears on one side of the blade, accompanied by the symbol of Midnight on the other. The powers first start off with the immense dmg that this can cause upon contact, this giving the wielder a +7 to attack and dmg rolls. The blade of the sword can lengthen itself at the wielders will (1-15 feet)(.5 lb per foot) and can cut through anything, except Mithril, like butter. If the sword is within five feet of its current owner, it has the ability to resurrect him/her on the altar in the High Temple of Midnight. The most powerful, and my most favourite, power this sword has is that on a natural attack roll of 20, the sword releases a 14d6 lightning bolt inside the target that does double damage (on targets immune to electricity, it does quadruple damage).

"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith

Description - The staff about 6' tall with a perminate screaming human skull at the top. Upon utterance of the command word, a flaming skull shoots from the skull mounted on the staff, causing 2d6+2 initially and 1d4+1 additional per round until extinguished with a prayer or holy water. The staff can be used only by evil necromancers and priests.The staff contains 25 charges, rechargeable only by placing the staff in the blood of an undead monster. For each body the staff is placed in, it recharges by 5. However, once the staff is taken out, the body of the fallen monster turns into ash and is unusable for later spells.

"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith

The caster of this spell can instantly remove any hair he or she touches with a hand, leaving the spot as bald as though the hair had never been there. The hair simply falls off; in this way, the time spent in the act of shaving is drastically cut. A simple sweep of a hand and all is done. However, the hair is not actually removed, though it can take longer than usual to grow back. This spell works on any creature, but of course only affects those with actual hair.

The creator of this spell was a minor wizard named Jorlan. He had a rare blood disorder: if he was cut, his blood wouldn’t clot. Only a cleric’s styptic spell would stop it, short of bandaging the cut and waiting until the skin healed itself.

Jorlan was therefore quite careful around blades, though not paranoid. He got along quite well, in fact, save for one problem: he hated growing a beard. Even when he grew it to a length where he could trim it without risk, it still itched horribly. A few times, he attempted to shave it off, but each time he tried, he would always cut his skin.

He actually trained to be a wizard solely for the intention of gaining a spell like this. When told there was none, he vowed to learn how to craft his own spells. All his friends thought he was wasting his time on something so trivial, but Jorlan did not care. He wanted to get rid of the annoying, itchy, ugly beard.

Incidentally, he died as beardless as a child.

Hell hath no fury like all of Candlekeep rising in defense of one of its own.Download the brickfilm masterpiece by Leftfield Studios! See this page for more.

I first used this power in a story where all the characters were people I knew. The character based on me had recieved some ESP-esque powers . . . hey, it was basically the literary equivalent of an idle doodle.

Anyway, one of the things he'd discovered was how to do exactly this. See, I hate shaving. I cut myself easily. It also took me a while to find an electric shaver that didn't irritate my skin to the point of razor burn. (It's funny -- I never get razor burn from an actual razor.) Even then, the reason it works is because this shaver is safe to use under water.

The point is, if I had the opportunity, I'd love this little magical power. It was only the other night that I had the idea of turning it into a D&D cantrip.

Plus, I find it amusing to make a spell that's absolutely useless in anything other than true role-playing.

Hell hath no fury like all of Candlekeep rising in defense of one of its own.Download the brickfilm masterpiece by Leftfield Studios! See this page for more.

Very nice Bookwyrm. I really like this idea of creating useful everyday cantrips. In fact, with a little work and modification, this would play well in my very first d20 Modern campaign I am playing in (not as a DM). I think my Smart Hero would find this ability quite interesting.

An orange ray lances from your fingertip. Your PC must succeed at a ranged touch attack to strike an opponent. The opponent losses the lowest 1d4 spells or spells-slots for the day. For each spell/spell slot lost the target takes 4 points of damage.

This spell grants the caster a minor glimpse into an indirect piece of knowledge that deals with the planes in some way (at the DM's discretion). The caster will then gain a +2 insight bonus to his next Knowledge (The Planes) check.

This amulet is shaped like a golden star, but appears to have been splashed with blood. However, any attempt to clean off the apparent stain is unsuccessful.

Ilmater’s Gifts are prized among adventurers, soldiers, and anyone who is around others that are likely to be wounded often. However, those who use it usually only do so when it is actually needed. Its powers are centered around the Crying God’s teachings of acceptance of others’ pain and burdens; while it heals the wounds and injuries of others, part of that pain must be taken on by the person using it. As such, this amulet is normally used only when truly necessary.

Casts cure light wounds as a fifth-level cleric once every three rounds. This power cannot be used on the bearer, nor on anyone who has used it in the last week. Once used by one person, it cannot be used by another for one full day.

On each use of the power, the bearer takes 1d4 points of damage. This damage cannot be healed in any way save for by natural (non-magical) means for 6d10 minutes.

Hell hath no fury like all of Candlekeep rising in defense of one of its own.Download the brickfilm masterpiece by Leftfield Studios! See this page for more.

On a quick working (as I am deep in the middle of my Evermeet campaign), I average at least 2,500 gp - 4,000 gp. Of course the magical properties can increase this price, I'll try working it out more accurately later.